"Nanoweave Subdermal Armor (TL10)
Advanced flexible armor implanted under the patient’s
skin. It has DR 18 vs. piercing and cutting damage and DR
6 vs. other damage.
Statistics: DR 12 (Limited, Piercing and Cutting, -20%;
Tough Skin, -40%) [24]; DR 6 (Tough Skin, -40%) [18]. 42
points.
Availability: Major procedure (minor at TL11-12).
$5,000. LC2."
Reinforced Skeleton (TL10)
Micro- or nanomachines can reinforce a patient’s skeleton
with carbon fibers, transforming his bones into structures
with the strength of metal. Implants take over the
function of bone marrow and produce blood cells. Weight
does not increase. While the reinforced bones do not show
up on metal detectors, they can be identified with X-rays,
diagnostic beds, and other advanced sensors.
Statistics: HP+5 [10]; DR 20 (Skull only, -70%) [30]; DR
10 (Limited, Crushing, -40%; Tough Skin, -40%) [10]. 60
points.
Availability: Radical procedure (major at TL11-12).
$50,000. LC3.
"Bioplastic Skin (TL10)
This modification covers the recipient’s body with a
sheath of living smart bioplastic (p. 171). It is thin and sensitive
enough that it looks and behaves like normal skin,
and even heals itself. It is invisible armor covering the
entire body. It has DR 15 vs. burning or piercing damage,
DR 5 vs. other types of damage.
Statistics: DR 10 (Limited, Burning and Piercing damage,
-20%; Tough Skin, -40%) [20]; DR 5 (Tough Skin, -40%)
[15]. 35 points.
Availability: Major procedure. $20,000. LC3.
If installed first, bioplastic skin reduces the cost and difficulty
of certain other cybernetic skin modifications."
"Filter Implant (TL9)
A self-regenerating particle-filtration system integrated
into the recipient’s lungs.
Statistics: Filter Lungs [5].
Availability: Minor procedure (simple at TL11-12).
$2,500. LC4."
"Boosted Heart (TL10)
This combination of a cybernetic heart upgrade and
arterial reinforcement allows the recipient to temporarily
boost his metabolism beyond human norms. It can be
added to either a healthy or a bionic heart.
Statistics: Basic Speed +1 (Costs Fatigue 1, -5%;
Temporary Disadvantage, Electrical, -20%) [15]; Immunity
to Heart Attack (Temporary Disadvantage, Electrical, -20%)
[4]. 19 points.
Availability: Major procedure (minor at TL11-12).
$10,000. LC4."
"Boosted Reflexes (TL9)
These implanted glands release chemicals on mental
command, triggering a controlled adrenaline-like response.
Statistics: Basic Speed +1 (Costs Fatigue, 1 FP, -10%)
[18]. 18 points.
Availability: Major procedure (minor at TL10-12).
$9,000. LC3."
"Biological Operating System (BOS)
Implant (TL10)
This implant controls biofeedback systems and diagnostic
monitors, as well as nanomachine drug factories that
that help the user manage his body’s physiological state.
Statistics: Alcohol Tolerance [1], Deep Sleeper [1],
Metabolism Control 1 [5], No Hangover [1]. 8 points.
Availability: Major procedure (minor at TL11-12).
$10,000. LC3."
"Neural Jack (TL9)
This is a socket implanted in the body (usually the back
of the neck, base of the spine, or skull) with a communications
interface. The user can plug an optical cable (p. 43)
into it and connect to a phone line, modem, etc.
Statistics: Cable Jack (Sensie, +80%) [9]. 9 points.
Accessibility: Major procedure (minor at TL10-12).
$4,000. LC3."
"Accelerated Reflexes (TL10)
A system of electronic nerves and computer hardware
that replaces large sections of the nervous system.
Statistics: Extra Attack 1 (Temporary Disadvantage,
Electrical, -20%) [20]. 20 points.
Availability: Radical procedure (major at TL12).
$50,000. LC2."
Biomonitor Implant (TL9)
This implant monitors vital signs: pulse, heartbeat,
blood pressure, respiration, brainwaves, blood sugar, and
alcohol levels, as well as the overall condition of the user’s
other cybernetics. It includes a small wrist display, and can
connect to a neural interface (p. 48) or computer implant
(p. 215). It gives a +2 bonus to any First Aid, Diagnosis or
Physician rolls on the cyborg, as long as the medic can see
the display. Halve the bonus if the user can see it but has to
describe it to the medic. If the medic has a neural interface
or a computer, he can jack it into a port beside the visual
readout and monitor the cyborg directly.
His left eye was artificial and
his face bore dozens of tiny,
threadlike scars; for not even the
marvelous plastic surgery of that
age could repair entirely the
ravages of space-combat.
– E.E. “Doc” Smith,
Galactic Patrol
Statistics: Accessory (Biomonitor) [1]. 1 point.
Availability: Minor procedure (simple at TL10-12). $100.
LC4.
Flesh Pocket (TL9) 2 level
This is a surgically implanted pocket or pouch, sealed by
a flap of skin. It can be used to smuggle small objects. A
flesh pocket is normally installed in the torso; up to five levels
are possible. Each level allows the pocket to hold up to
Basic Lift/10 lbs. If placed elsewhere, a maximum of one
level can be installed, and the amount of weight that can be
carried is divided by 4 (leg), 8 (arm), or 16 (head or neck).
Statistics: Payload 1-5 [1/Level]. 1-5 points.
Availability: Simple procedure. $200 per le